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luxi

@luxi

Joined July 18th, 2026

  • 21Devlogs
  • 3Projects
  • 5Ships
  • 93Votes
I am a graphics and physics programming nerd
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5h 3m 43s logged

I am continuing work on my main project, it’s a voxel engine utilizing virtualized geometry and splatting. It’s software rasterized but uses hardware rasterization in some cases. I’ve implemented clouds using raymarching and secondary lights. Currently the light is accelerated using only chunks. Nothing fancy yet but it’s a start

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Ship 💀 Cursed

I’ve finished another release of the voxel engine, it’s more optimized, has volumetric clouds, light sources and procedural generation.

  • 5 devlogs
  • 16h
  • 10.96x multiplier
  • 90 Stardust
Try project → See source code →
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1h 34m 23s logged

I implemented a chunk based acceleration tree, so that only chunks within the radius of the light get lit. Not that much. Been busy with school and studying math. I will be working on documenting the technical changes since the last blog post. Currently just releasing since a lot of hours accumulated since the last release

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3h 35m 34s logged

I have implemented lights, currently they are pixel pixel. Not going with per voxel probes, too expensive. Probably gonna do irradiance 8^3 probes. Very simple not yet optimized

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2h 36m 3s logged

I’ve implemented gradual world gen, so instead of generating all at once they get generated on demand. Currently it’s still constrained to a specific size but I will fix it by changing to a hashmap. I need to also implement chunk prioritization for better experience and multi thread it better.

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6h 25m 59s logged

Clouds and more optimizations.
I store 2 pre-calculated noise maps, one is height, the other is density I use them in combination to create clouds

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1h 8m 36s logged

I’ve begun work on entities, right now I only implemented a wondering behaviour. The plan is too implement multiple different behaviours so you can config them. Like for example if hungry wonder and find a carrot

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Ship

I implemented GUI, more varied scenes, reflections to the water
Along with general QOL and it should be slightly faster than before.
I worked on documenting the technical details as well

  • 4 devlogs
  • 20h
  • 13.94x multiplier
  • 279 Stardust
Try project → See source code →
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7h 28m 14s logged

I have implemented more different world types, gui improvements, water reflections, world loading and unloading etc… Mostly general optimizations and QOL improvements rather than a deep technique. Something I plan for the release after this one

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5h 8m 44s logged

I implemented larger worlds and a very basic menu to choose it’s size. Along with the ability to dynamically change resolutions, (currently controllable by keyboard but I want to make a full ui for all the graphical stuff). I removed trees as I want to move towards space colonization and ones that will actually look good. Overall rendering a world that is 4096^2x512 is not much slower than 8192^2x512 thanks to distance fields. I am moving forward with getting acceptable performance for a game, but it’s still not perfect. Also superliminal gave me a license to their cpu debugging software suite for free ;) so it will get fine tuned after I have all techniques implemented

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5h 2m 59s logged

I implemented colored lighting, and light absorption, eg different materials absorb different amounts of light along with light diffusion so that light scatters, I am working on an upscaler and on demand probe allocation(it’s easily the heaviest part of the storage). I also implemented quantizing distance4 values to consume less memory. I also speed up world generation and multithreaded it. Overall focusing on memory storage. It’s very buggy rn however so a lot of bug fixing incoming

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Ship

I’ve implemented a software raytracer that runs on the CPU in real time. It’s quite heavy still so a beefy system is recommended. (I use a 5950x). It uses avx2 to speed up the direction calculations along with a low level ray pass (the complete list of functionality is listed in the release description on github)

  • 3 devlogs
  • 23h
  • 11.55x multiplier
  • 225 Stardust
Try project → See source code →
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6h 39m 8s logged

I’ve been optimizing the project. Now it can handle much larger render distances, at higher fps and I added deduping along with light absorption per material. It’s highly experimental but it works. I’ve improved on the terrain gen a bit more so that the scene is a bit more complex. I also finished lods. I am preping the ship

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2h 54m 4s logged

I’ve been working on optimizing the renderer and the world structure and acceleration data generation. I’ve implemented that low resolution pass, screen space lods that calculate the distance to start based on resolution and fovy. Along with just making the algorithm faster. I added secondary rays that use per voxel data as it’s faster to calculate (so a cheat code in a way because per pixel shadows are more expensive) they are only a visibility check for now. Along with speeding up the world gen and adding actual tree crowns. I plan on simiding the rays themself now along with the fact that speeding up world gen and making it more interesting is one of my more important tasks along with implementing proper global illumination and upscaling(there is a partial simple implementantion however it does no edge detection and smoothing). This is all running on a 5950x at 1000x1000 resolution at about 40-45 fps average (yes I know a frame time should be given instead of fps but I haven’t yet exactly built a debugger for it) however at 80% internal resolution it’s about 50-60 fps.

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13h 47m 49s logged

I’ve been working on a realtime CPU voxel raytracer. It utilizes raymarching combined with multi level DDA for fast primary rays. I calculate distance fields stored in an octree format to optimize the raymarcher. I simded the ray direction calculation and multithreaded it. It utilizes checkerboard rendering while keeping the quality seemless. Every even frame gets to use odd’s frame distance, to speed up the traversal speeds. I want to implement a low level traversal algorithm for odd frames to speed up their traversal as well. Sadly I am not yet ready to blog but I am forced to as to not lose more hours. I tried to experiment with more techniques but I decided to still go with raytracing as I already have anotehr rasterization project going on.

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Ship

I implemented rigid bodies and more optimizations in this release.
I wanted to implement detection of floating bodies and automatically turning them into rigid bodies but I realized it’s pointless. It needs to be solved in world gen then only do a basic check around an area of change.

  • 4 devlogs
  • 23h
  • 17.50x multiplier
  • 394 Stardust
Try project → See source code →
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9h 18m 43s logged

I have been working on improving rigid bodies. Along with adding collisions to them by the player so you can pick them up. I’ve been working on floating terrain detection but I realized it’s either gonna be a very expensive and complicated algorithm or something in world gen. I am probably gonna leave it at that even though the rigid bodies are incredibly janky and just release it. I am tired and want to move on to a side project

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7h 5m 9s logged

Not visual. However I’ve been working on optimizing the engine. I’ve implemented face culling for physics object. Eg only pixels that aren’t covered will have collision checks with other objects. As well as AABBs, so that unless their general shapes collides, no per pixel collisions arise. I implemented multiple light optimizations, most important is rendering it a lower resolution as at this scale, as at half resolution it’s indistinguishable from native. As well as I started work on a player controller.
So for example light update went from 39157us to 3399 us.

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